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14:25, 20th April 2024 (GMT+0)

zChance

Shabby would be the best way to describe Chance.  His clothes are patched and mismatched, as if they were hand-me-downs.  His equipment (stud leather, great axe, light crossbow and dagger) all look like they have seen better days, having been repaired many times before.

 He wears a wooden holy symbol of Desna.
 halforc
 6'2"
 male

   Chance can often be found just staring off into the distance, lost in thought.  When not lost to the study of the infinite, he can be found playing cards or dice.


done
1 hp average
2 sp +1 sense motive, +1 heal
3 fav class +2/2 Bit of Luck






hero point 1
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Name  : Chance              | Race  : Halforc          | Height: 6' 2"
Player: Mox                 | Gender: Male             | Weight: 160#
Update:                     | Age   : xx               | Eyes  : Blue
Align : NG                  | Size  : Med              | Hair  : Brown
Deity : Desna               | Speed : 30ft             | Hand  : xxx
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       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Cleric(fc)             2
STR   12      +1  |               |  xxxxx                  x
DEX   10      +0  |               |
CON   13      +1  |               |
INT   10      +0  |               |
WIS   18      +4  |               |Total Level: 2         Extra Feats: 0
CHA   14      +2  |               |XP  :   2600          Next:   med(5000)
Favored Class(es)   : Cleric
1st Cleric; +1/2 Bit of Luck
2nd Cleric; +2/2 Bit of Luck


http://www.d20pfsrd.com/classes/character-advancement
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        Total   Current   Subdual |         Total   Dex   Misc
HP    :  14       14              | Init  :   +0  =  0  +
8+4+con
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          Total        Armr  Shld   Dex  Misc
Full    :   13  =  10 +  3  +     +     +
Touch   :   10  =  10 + xxx + xxx +     +
FlatFoot:   13  =  10 +  3  +     + xxx +
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SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +4    = 3   +  1  +     +
Ref  (Dex):   +0    = 0   +  0  +     +
Will (Wis):   +7    = 3   +  4  +     +
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc | Base    Total   Base   Dex   Misc
Melee :   +2  =  1   +  1  +      | Range :   +1  =  1   +  0  +
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr  Total      Base   Str   Dex  Misc
Mnvr   : +2  =  1  +  1  +  0     | Def :  12  = 10 +  1  +  1  +  0  +  0
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Weapon: Dagger         Weight: 1 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +2  | 1d4+1  | 19-20/x2 |   -   | P or S|
Thrown      |Ranged| +1  | 1d4+1  | 19-20/x2 |  10'  | P or S|

Weapon: Quarterstaff   Weight: 4 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +2  | 1d6+1  |    20/x2 |   -   |   B   | Double

Weapon: Starknife      Weight: 3 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +2  | 1d4+1  |    20/x3 |   -   |   P   |
Thrown      |Ranged| +1  | 1d4+1  |    20/x3 |  20'  |   P   |

Armor: Hide Shirt       Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +3 |  +4  | -1 |  15%  | 30ft | None

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ABILITIES/FEATS
Racial Abilities and Features
•Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one
ability score of their choice at creation to represent their varied nature.
•Type: Half-orcs are Humanoid creatures with both the human and orc
subtypes.
•Size: Half-orcs are Medium creatures and thus have no bonuses or penalties
due to their size.
•Base Speed: Half-orcs have a base speed of 30 feet.
•Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with
high Intelligence scores can choose from the following: Abyssal, Draconic,
Giant, Gnoll, and Goblin. See the Linguistics skill page for more information
about these languages.

Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks
due to their fearsome nature.

Shaman's Apprentice:  Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Offense Racial Traits
•Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points
but not killed, he can fight on for 1 more round as if disabled. At the end
of his next turn, unless brought to above 0 hit points, he immediately falls
unconscious and begins dying.
•Weapon Familiarity: Half-orcs are proficient with greataxes and falchions
and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits
•Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related
to race.

Favored class/cleric
Select one domain power granted at 1st level that is normally usable a
number of times per day equal to 3 + the cleric's Wisdom modifier. The
cleric adds +1/2 to the number of uses per day of that domain power.
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Class Abilities and Features
proficient with;
all simple weapons
light armor
medium armor
shields (except tower shields)
deities favored weapon(Starknife)

Luck
1st—(d)true strike
Bit of Luck (Sp):
quote:
You can touch a willing creature as a standard action,
giving it a bit of luck. For the next round, any time the target rolls a
d20, he may roll twice and take the more favorable result. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.

3+wis(4)+1= 8/day 00000---


Chaos
1st—(d)protection from law
Touch of Chaos (Sp):
quote:
You can imbue a target with chaos as a melee touch
attack. For the next round, anytime the target rolls a d20, he must roll
twice and take the less favorable result. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier

3+wis(4)= 7/day 00000--


Aura CG

channel energy 1d6 (positive) dc 12
quote:
Channeling energy causes a burst that affects all creatures of one type
(either undead or living) in a 30-foot radius centered on the cleric. The
amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at
5th, and so on). Creatures that take damage from channeled energy receive a
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the
cleric's level + the cleric's Charisma modifier. Creatures healed by channel
energy cannot exceed their maximum hit point total—all excess healing is
lost. A cleric may channel energy a number of times per day equal to
3 + her Charisma modifier. This is a standard action that does not provoke
an attack of opportunity. A cleric can choose whether or not to include
herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

3+chr(2)= 5/day 00---

spontaneous casting (cure)
CLW
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Traits and Feats

Trait #1 : Blessed Touch (Faith)
   You heal 1 additional point of damage when using channeling energy or
casting a cure spell.
Trait #2 : Seeker (Social)
   You gain a +1 trait bonus on Perception checks, and Perception is always
a class skill for you.

Level 1 : Selective Channeling
quote:
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

racial : Endurance
quote:
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

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SPELLS KNOWN/PREPARED:
0: Detect Magic, Stabilize, Guidance, Light
1: (d)true strike, Bless 00, Tap Inner Beauty

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SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
Wis 18 = +1 1st
0:4     / DC 13
1:2+1+d / DC 14

Domains Luck & Chaos
1st—(d)true strike & (d)protection from law
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SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

                 Key     Total Ability     Class  Misc
                 Ability  Mod   Mod  Ranks Skill  Mod
Acrobatics         (Dex) +    =    +    +    +
Appraise           (Int) +    =    +    +  c +
Bluff              (Cha) +    =    +    +    +
Climb              (Str) +    =    +    +    +
Craft:_____        (Int) +    =    +    +  c +
Diplomacy          (Cha) +    =    +    +  c +
Disable Device^    (Dex) +    =    +    +    +
Disguise           (Cha) +    =    +    +    +
Escape Artist      (Dex) +    =    +    +    +
Fly                (Dex) +    =    +    +    +
Handle Animal^     (Cha) +    =    +    +    +
Heal               (Wis) + 8  = 4  + 1  +  3 +
Intimidate         (Cha) +    =    +    +    +
Knowledge:arcan^   (Int) +    =    +    +  c +
Knowledge:histo^   (Int) +    =    +    +  c +
Knowledge:nobil^   (Int) +    =    +    +  c +
Knowledge:plane^   (Int) +    =    +    +  c +
Knowledge:relig^   (Int) + 4  = 0  + 1  +  3 +
Linguistics        (Int) +    =    +    +  c +
Perception         (Wis) + 9  = 4  + 1  +  3 + 1 trait
Perform:_____      (Cha) +    =    +    +    +
Profession:_____^  (Wis) +    =    +    +  c +
Ride               (Dex) +    =    +    +    +
Sense Motive       (Wis) + 8  = 4  + 1  +  3 +
Sleight of Hand^   (Dex) +    =    +    +    +
Spellcraft^        (Int) +    =    +    +  c +
Stealth            (Dex) +    =    +    +    +
Survival           (Wis) +    =    +    +    +
Swim               (Str) +    =    +    +    +
Use Magic Device^  (Cha) +    =    +    +    +

^Trained only
Languages:Common and Orc

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MONEY: 0gp 8sp 6cp (IOU 4gp)
----------------------------------------------------------------------------
GEAR (Weight):

Hide Shirt (+3ac,+4maxdex,-1acp,15%asf,30'max)18#
Dagger 1#
Quarterstaff 4#
Starknife 3#
Wood Holy Symbol with Compartment
Traveler Outfit 5#
Spell Component Pouch 2#

Backpack, masterwork 4#
   Holy Text (Desna - 5gp) 1#
   Waterskin empty -# (4# when full)
   Bedroll 5#
   wood box with Cards (1gp) 1#
   wood box with dominos (1gp) 1#

Bandolier 1 bottle of alchemist's fire
          2 bottles of acid


Belt Pouch 1/2#
   dice (1gp) -
   Signal Whistle -
   Iron Holy Symbol with Compartment
   extra Spell Component Pouch 2#
   16.6gp



TOTAL WEIGHT: 35.5 + 12 in backpack = 47.5
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LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
        43lb       86lb        130lb          260lb         650lb
w/mwbackpack
        50lb      100lb        150lb
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MAGIC ITEMS
Potion of Shield of Faith CL 12 from santa



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DESCRIPTION

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BACKGROUND
   His mother is an orc who was taken in by a human(Varisian) caravan when they found her left for dead along the road.  His father is a cleric of Desna (a hunchbacked, ugly little man) who saved her. Eventually they married and had Chance. They actually had a loving relationship, though some people couldn't see beyond the outside ("Ugly and the beast, but which is which" was a pretty typical saying, followed by laughter).  While his father taught him to be kind, his mother taught him to be tough.
   At 18, when he finished his clerical training, Chance left home, looking for what fate Desna has for him.  That fate was Davok of the Sklar-Quah.  They met along the road and Chance decided that Desna wanted him to go to Lastwall and join the Crusade there.

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FUTURE

----------------------------------------------------------------------------


Shabby would be the best way to describe Chance.  His clothes are patched and mismatched, as if they were hand-me-downs.  His equipment all look like they have seen better days, having been repaired many times before.

 He wears a wooden holy symbol of Desna.
 halforc
 6'2"
 male

   Chance can often be found just staring off into the distance, lost in thought.  When not lost to the study of the infinite, he can be found playing cards or dice.